/* * accFrustum() The first 6 arguments are identical to the glFrustum() call. * pixdx and pixdy are anti-alias jitter in pixels. Set both equal to 0.0 * for no anti-alias jitter. eyedx and eyedy are depth-of field jitter in * pixels. Set both equal to 0.0 for no depth of field effects. focus is * distance from eye to plane in focus. focus must be greater than, but not * equal to 0.0. Note that accFrustum() calls glTranslatef(). You will * probably want to insure that your ModelView matrix has been initialized * to identity before calling accFrustum(). */ private void accFrustum( GL2 gl, double left, double right, double bottom, double top, double near, double far, double pixdx, double pixdy, double eyedx, double eyedy, double focus) { double xwsize, ywsize; double dx, dy; int viewport[] = new int[4]; gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0); xwsize = right - left; ywsize = top - bottom; dx = -(pixdx * xwsize / (double) viewport[2] + eyedx * near / focus); dy = -(pixdy * ywsize / (double) viewport[3] + eyedy * near / focus); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(left + dx, right + dx, bottom + dy, top + dy, near, far); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef((float) -eyedx, (float) -eyedy, 0.0f); }
@Override public void reshape(GLAutoDrawable drawable, int arg1, int arg2, int width, int height) { GL2 gl = drawable.getGL().getGL2(); // Computing the aspect ratio float aspect = (float) width / height; // Setting the viewport, the area that is displayed, to cover the whole window gl.glViewport(0, 0, width, height); // Setting the perspective projection with an aspect that matches that of the viewport // Choose Projection Matrix gl.glMatrixMode(GL_PROJECTION); // Resets the Projection Matrix gl.glLoadIdentity(); // gluPerspective(fovy, aspect, zNear, zFar); // Instructions taken from http://www.opengl.org/sdk/docs/man2/xhtml/glTranslate.xml // fovy : Specifies the field of view angle, in degrees, in the y direction. // aspect : Specifies the aspect ratio that determines the field of view in the x direction. The // aspect ratio is the ratio of x (width) to y (height). // zNear : Specifies the distance from the viewer to the near clipping plane (always positive). // zFar : Specifies the distance from the viewer to the far clipping plane (always positive). glu.gluPerspective(45.0, aspect, 0.1, 100.0); gl.glMatrixMode(GL_MODELVIEW); gl.glLoadIdentity(); }
/* (non-Javadoc) * @see javax.media.opengl.GLEventListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int) */ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { this.width = width; this.height = height; // GL gl = drawable.getGL(); gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); double ratio = (double) width / (double) height; double w = 2; double h = 2; if (width < height) { h = h / ratio; } else { w = w * ratio; } int mode = Options.getProjectionMode(); if (mode == Options.PERSPECTIVE) { // For Perspective projection glu.gluPerspective(45, (double) (width) / (double) (height), 0.001, 1000); } else if (mode == Options.ORTHOGRAPHIC) { // For Orthogonal projection gl.glOrtho(-1 * w, w, -1 * h, h, -10000, 10000); } gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); for (Iterator<GLBrush> it = displayList.iterator(); it.hasNext(); ) { GLBrush brush = it.next(); brush.setScreenSize(width, height); } }
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); gl.glMatrixMode(GL2ES1.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, 1, 0, 1); gl.glMatrixMode(GL2ES1.GL_MODELVIEW); gl.glLoadIdentity(); }
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0.0, 3.0, 0.0, 3.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3, int arg4) { width = arg3; height = arg4; GL2 gl = arg0.getGL().getGL2(); gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(0.0, 800, 0.0, 200, -100.0, 100.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
@Override public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, int height) { GL2 gl = gLDrawable.getGL().getGL2(); final float aspect = (float) width / (float) height; gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); final float fh = 0.5f; final float fw = fh * aspect; gl.glFrustumf(-fw, fw, -fh, fh, 1.0f, 1000.0f); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); }
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); // gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0, 1.0, 0.25, 25.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -5.0f); }
public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, int height) { GL2 gl = gLDrawable.getGL().getGL2(); if (height <= 0) { height = 1; } float h = (float) width / (float) height; gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(50.0f, h, 1.0, 1000.0); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); }
public void reshape(GLAutoDrawable drawable, int xstart, int ystart, int width, int height) { GL2 gl = drawable.getGL().getGL2(); height = (height == 0) ? 1 : height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45, (float) width / height, 1, 1000); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); }
public void configureGL(GL2 gl) { gl.glEnable(GL2.GL_FOG); gl.glFogi(GL2.GL_FOG_MODE, GL2.GL_LINEAR); gl.glFogf(GL2.GL_FOG_DENSITY, 0.25f); gl.glFogf(GL2.GL_FOG_START, Math.max(getNearClippingPlane(), fadeOut * 1.0f)); gl.glFogf(GL2.GL_FOG_END, Math.max(1.1f, fadeOut * 1.1f * getSpawnDistance())); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-1, 1, -man.vheight(), man.vheight(), getNearClippingPlane(), 128.0f); gl.glScalef(2.0f, 2.0f, 1); gl.glTranslatef(-0.5f, -man.vheight() / 2.0f, 0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
public void drawTextureToOffScreenTexture(int texId, int attachment) // public void drawTextureToOffScreenTextureUsingShader(Texture tex, int attachment, Program // program) { GL2 gl = getGL(); // program.bind(gl); gl.glBindTexture(GL_TEXTURE_2D, texId); // gl.glBindTexture(GL_TEXTURE_2D, tex.getTextureObject()); // gl.glDrawBuffer(attachment); gl.glBindFramebuffer(GL_FRAMEBUFFER, attachment); // think this is the new way... gl.glEnable(GL_TEXTURE_2D); // gl.glActiveTexture(GL_TEXTURE0); gl.glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); gl.glViewport(0, 0, fboWidth, fboHeight); // gl.glUniform1i(program.uniform("theTexture"), 0); // set projection to ortho gl.glMatrixMode(GL_PROJECTION); gl.glTranslatef(1f, 1f, 1f); gl.glPushMatrix(); { gl.glLoadIdentity(); RenderUtils.getGLU().gluOrtho2D(0, fboWidth, fboHeight, 0); gl.glMatrixMode(gl.GL_MODELVIEW); gl.glPushMatrix(); { gl.glLoadIdentity(); gl.glColor4f(1f, 1f, 1f, 1f); drawSquare(gl, 0, 0, fboWidth, fboHeight); } gl.glPopMatrix(); gl.glMatrixMode(gl.GL_PROJECTION); } gl.glPopMatrix(); gl.glMatrixMode(gl.GL_MODELVIEW); gl.glDisable(GL_TEXTURE_2D); // program.unbind(gl); }
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { gl = drawable.getGL().getGL2(); if (height < 1) { height = 1; } final float h = (float) width / (float) height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(FPCamera.FOV, h, FPCamera.NEAR, FPCamera.FAR); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
// in pixels. @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { System.out.println(x + " " + y + " " + width + " " + height); GL2 gl = drawable.getGL().getGL2(); // calculate the aspect ratio of window double aspect = 1.0 * width / height; // in OpenGL terms, we are changing the 'projection' // this will be explained later gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); // Use the GLU library to compute the new projection GLU glu = new GLU(); // We are wider than high! if (aspect >= 1) { System.out.println("Showing world " + (-aspect) + " to " + (aspect) + " -1 to 1"); glu.gluOrtho2D(-aspect, aspect, -1.0, 1.0); // left, right, top, bottom } else { System.out.println("Showing world from -1 to 1 " + (-1.0 / aspect) + " to " + (1.0 / aspect)); glu.gluOrtho2D(-1, 1, -1.0 / aspect, 1.0 / aspect); // left, right, top, bottom } }
/** @param gl */ private void loadDefaults(GL2 gl) { gl.glLoadIdentity(); gl.glScaled(scale, scale, scale); if (Options.getProjectionMode() == Options.PERSPECTIVE) { gl.glTranslatef(0, 0, translate); } }
@Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-1, 1, -1, 1, 1, 10); }
// Where the printing happens private void glPrint(GL2 gl, int x, int y, int set, String fmt) { // If There's No Text if (fmt == null) { return; } // Did User Choose An Invalid Character Set? if (set > 1) { // If So, Select Set 1 (Italic) set = 1; } gl.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping gl.glLoadIdentity(); // Reset The Modelview Matrix gl.glTranslated(x, y, 0); // Position The Text (0,0 - Top Left) gl.glListBase(base - 32 + (128 * set)); // Choose The Font Set (0 or 1) gl.glScalef(1.0f, 2.0f, 1.0f); // Make The Text 2X Taller if (stringBuffer.capacity() < fmt.length()) { stringBuffer = GLBuffers.newDirectByteBuffer(fmt.length()); } stringBuffer.clear(); stringBuffer.put(fmt.getBytes()); stringBuffer.flip(); // Write the text to the screen gl.glCallLists(fmt.length(), GL.GL_UNSIGNED_BYTE, stringBuffer); gl.glDisable(GL.GL_TEXTURE_2D); // Disable Texture Mapping }
// private void pickSquares(GL gl, int button, int state, int x, int y) private void pickSquares(GL2 gl) { int selectBuf[] = new int[BUFSIZE]; IntBuffer selectBuffer = IntBuffer.wrap(selectBuf); int hits; int viewport[] = new int[4]; // if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN) return; gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport, 0); gl.glSelectBuffer(BUFSIZE, selectBuffer); gl.glRenderMode(GL2.GL_SELECT); gl.glInitNames(); gl.glPushName(0); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); /* create 5x5 pixel picking region near cursor location */ glu.gluPickMatrix( (double) pickPoint.x, (double) (viewport[3] - pickPoint.y), 5.0, 5.0, viewport, 0); glu.gluOrtho2D(0.0, 3.0, 0.0, 3.0); drawSquares(gl, GL2.GL_SELECT); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glPopMatrix(); gl.glFlush(); hits = gl.glRenderMode(GL2.GL_RENDER); selectBuffer.get(selectBuf); processHits(hits, selectBuf); }
public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // Clear the drawing area gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); // Reset the current matrix to the "identity" gl.glLoadIdentity(); // Move the "drawing cursor" around gl.glTranslatef(-1.5f, 0.0f, -6.0f); // Drawing Using Triangles gl.glBegin(GL2.GL_TRIANGLES); gl.glColor3f(1.0f, 0.0f, 0.0f); // Set the current drawing color to red gl.glVertex3f(0.0f, 1.0f, 0.0f); // Top gl.glColor3f(0.0f, 1.0f, 0.0f); // Set the current drawing color to green gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left gl.glColor3f(0.0f, 0.0f, 1.0f); // Set the current drawing color to blue gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right // Finished Drawing The Triangle gl.glEnd(); // Move the "drawing cursor" to another position gl.glTranslatef(3.0f, 0.0f, 0.0f); // Draw A Quad gl.glBegin(GL2.GL_QUADS); gl.glColor3f(0.5f, 0.5f, 1.0f); // Set the current drawing color to light blue gl.glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left gl.glVertex3f(1.0f, 1.0f, 0.0f); // Top Right gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left // Done Drawing The Quad gl.glEnd(); }
/** * Builds the display list for a given display list index. * * @param gl Instance of GL2. * @param iGLDisplayListIndex Index of the display list. */ private void buildDisplayList(final GL2 gl, int iGLDisplayListIndex) { if (pdRealRootElement != null && pdCurrentRootElement != null) { gl.glNewList(iGLDisplayListIndex, GL2.GL_COMPILE); float fXCenter = viewFrustum.getWidth() / 2; float fYCenter = viewFrustum.getHeight() / 2; gl.glLoadIdentity(); upwardNavigationSlider.draw( gl, pickingManager, textureManager, uniqueID, iUpwardNavigationSliderID, iUpwardNavigationSliderButtonID, iUpwardNavigationSliderBodyID); float fCurrentSliderWidth = upwardNavigationSlider.getScaledWidth(gl); float fCurrentSliderHeight = upwardNavigationSlider.getScaledHeight(gl); controlBox.setRectangle( 0, 0, fCurrentSliderWidth * 2, fCurrentSliderHeight + fCurrentSliderWidth); LabelManager.get().setControlBox(controlBox); drawingController.draw(fXCenter, fYCenter, gl, new GLU()); gl.glEndList(); } else { renderSymbol(gl, EIconTextures.RADIAL_SYMBOL.getFileName(), 0.5f); } }
/** * Call-back handler for window re-size event. Also called when the drawable is first set to * visible. */ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context graphicsManager.setGraphics(gl); // Set the view port (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL_PROJECTION); // choose projection matrix gl.glLoadIdentity(); // reset projection matrix glu.gluOrtho2D(0, realWidth, 0, realHeight); // Enable the model-view transform gl.glMatrixMode(GL_MODELVIEW); gl.glLoadIdentity(); // reset }
/* * sets up selection mode, name stack, and projection matrix for picking. * Then the objects are drawn. */ private void pickRects(GL2 gl) { int[] selectBuf = new int[BUFSIZE]; IntBuffer selectBuffer = GLBuffers.newDirectIntBuffer(BUFSIZE); int hits; int viewport[] = new int[4]; // int x, y; gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0); gl.glSelectBuffer(BUFSIZE, selectBuffer); gl.glRenderMode(GL2.GL_SELECT); gl.glInitNames(); gl.glPushName(-1); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); /* create 5x5 pixel picking region near cursor location */ glu.gluPickMatrix( (double) pickPoint.x, (double) (viewport[3] - pickPoint.y), // 5.0, 5.0, viewport, 0); gl.glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5); drawRects(gl, GL2.GL_SELECT); gl.glPopMatrix(); gl.glFlush(); hits = gl.glRenderMode(GL2.GL_RENDER); selectBuffer.get(selectBuf); processHits(hits, selectBuf); }
@Override public void display(GLAutoDrawable gLDrawable) { final GL2 gl = gLDrawable.getGL().getGL2(); gl.glClear(GL.GL_COLOR_BUFFER_BIT); gl.glClear(GL.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -5.0f); // rotate about the three axes gl.glRotatef(rotateT, 1.0f, 0.0f, 0.0f); gl.glRotatef(rotateT, 0.0f, 1.0f, 0.0f); gl.glRotatef(rotateT, 0.0f, 0.0f, 1.0f); // Draw A Quad gl.glBegin(GL2.GL_QUADS); gl.glColor3f(0.0f, 1.0f, 1.0f); // set the color of the quad gl.glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left gl.glVertex3f(1.0f, 1.0f, 0.0f); // Top Right gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left // Done Drawing The Quad gl.glEnd(); // increasing rotation for the next iteration rotateT += 0.2f; }
/** Called back by the animator to perform rendering. */ @Override public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers gl.glLoadIdentity(); // reset the model-view matrix gl.glTranslatef(0.0f, 0.0f, -12.0f); gl.glRotatef(rotateAnleX, 1.0f, 0.0f, 0.0f); gl.glRotatef(rotateAnleY, 0.0f, 1.0f, 0.0f); gl.glRotatef(rotateAngleZ, 0.0f, 0.0f, 1.0f); // need to flip the image float textureHeight = textureTop - textureBottom; float x1, y1, x2, y2; // used to break the flag into tiny quads gl.glBegin(GL_QUADS); for (int x = 0; x < numPoints - 1; x++) { for (int y = 0; y < numPoints - 1; y++) { x1 = (float) x / 44.0f; y1 = (float) y / 44.0f; x2 = (float) (x + 1) / 44.0f; y2 = (float) (y + 1) / 44.0f; // Texture need to flip vertically gl.glTexCoord2f(x1, y1 * textureHeight + textureBottom); gl.glVertex3f(points[x][y][0], points[x][y][1], points[x][y][2]); gl.glTexCoord2f(x1, y2 * textureHeight + textureBottom); gl.glVertex3f(points[x][y + 1][0], points[x][y + 1][1], points[x][y + 1][2]); gl.glTexCoord2f(x2, y2 * textureHeight + textureBottom); gl.glVertex3f(points[x + 1][y + 1][0], points[x + 1][y + 1][1], points[x + 1][y + 1][2]); gl.glTexCoord2f(x2, y1 * textureHeight + textureBottom); gl.glVertex3f(points[x + 1][y][0], points[x + 1][y][1], points[x + 1][y][2]); } } gl.glEnd(); if (wiggleCount == 2) { // Used To Slow Down The Wave (Every 2nd Frame Only) for (int y = 0; y < 45; y++) { float tempHold = points[0][y][2]; // Store current value One Left Side Of // Wave for (int x = 0; x < 44; x++) { // Current Wave Value Equals Value To The Right points[x][y][2] = points[x + 1][y][2]; } points[44][y][2] = tempHold; // Last Value Becomes The Far Left Stored // Value } wiggleCount = 0; // Set Counter Back To Zero } wiggleCount++; // update the rotational position after each refresh rotateAnleX += roateSpeedX; rotateAnleY += rotateSpeedY; rotateAngleZ += rotateSpeedZ; }
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); GLU glu = new GLU(); // avoid a divide by zero error! if (height <= 0) height = 1; final float h = (float) width / (float) height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0f, h, 1.0, 20.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); gl.glClearColor(0, 0, 0, 0); gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); // new GLU().gluPerspective(45f, (float)width/(float)height, 0.1f, 1000f); gl.glOrtho(0.0, 800, 0.0, 800, -100.0, 100.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); tr.beginRendering(800, 800); tr.draw("die Marktwirtschaft. Da regelt sich � angeblich", 16, 32); tr.draw("Hello World! This text is scrambled", 16, 16); tr.endRendering(); }
@Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); gl.glClearColor(0, 0, 0, 0); // dene a cor de fundo gl.glEnable(GL2.GL_DEPTH_TEST); // remoção de superfície oculta gl.glMatrixMode(GL2.GL_PROJECTION); // dene que a matrix é a de projeção gl.glLoadIdentity(); // carrega a matrix de identidade gl.glOrtho(-5, 5, -5, 5, -5, 5); // dene uma projeção ortográca }
@Override public void reshape(GLAutoDrawable dr, int x, int y, int width, int height) { GL2 gl = dr.getGL().getGL2(); gl.glViewport(x, y, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0f, (float) width / (float) height, 1.0, 100.0); gl.glMatrixMode(GL2.GL_MODELVIEW); }
public void reshape(GLAutoDrawable drawable, int xstart, int ystart, int width, int height) { GL2 gl = drawable.getGL().getGL2(); height = (height == 0) ? 1 : height; swidth = width; // Set Scissor Width To Window Width sheight = height; // Set Scissor Height To Window Height gl.glViewport(0, 0, width, height); gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); // Select The Projection // Matrix gl.glLoadIdentity(); // Reset The Projection Matrix gl.glOrtho(0.0f, 640, 480, 0.0f, -1.0f, 1.0f); // Create Ortho 640x480 // View (0,0 At Top // Left) gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); // Select The Modelview // Matrix gl.glLoadIdentity(); }
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); // gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(60.0, (float) w / (float) h, 1.0, 20.0); gl.glMatrixMode(GL2.GL_MODELVIEW); }